/Engine/Plugins/Experimental/ToolPresets/Source/ToolPresetAsset/Public/ToolPresetAssetSubsystem.h
Using an editor subsystem allows us to make sure that we have a default preset asset whenever the editor exists (and to avoid accidentally trying to make one when it doesn't, such as when running cooking scripts).
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UToolPresetAssetSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
TObjectPtr<UIn...
DefaultCollection